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https://github.com/TorqueGameEngines/Torque3D.git
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Merge pull request #1854 from JeffProgrammer/SDL_textinput_fix
fix SDL text events from generating a ~ key when opening the console
This commit is contained in:
commit
2cdc596b86
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@ -486,6 +486,19 @@ void PlatformWindowSDL::_triggerKeyNotify(const SDL_Event& evt)
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{
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keyEvent.trigger(getWindowId(), torqueModifiers, inputAction, torqueKey);
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//Con::printf("Key %d : %d", tKey.sym, inputAction);
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if (inputAction == IA_MAKE && SDL_IsTextInputActive())
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{
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// We have to check if we already have a first responder active.
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// We don't want to type the character if it actually creates another responder!
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if (mWindowInputGenerator->lastKeyWasGlobalActionMap())
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{
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// Turn off Text input, and the next frame turn it back on. This tells SDL
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// to not generate a text event for this global action map key.
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SDL_StopTextInput();
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mOwningManager->updateSDLTextInputState(PlatformWindowManagerSDL::KeyboardInputState::TEXT_INPUT);
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}
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}
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}
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}
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@ -607,8 +620,10 @@ const UTF16 *PlatformWindowSDL::getCurtainWindowClassName()
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void PlatformWindowSDL::setKeyboardTranslation(const bool enabled)
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{
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mEnableKeyboardTranslation = enabled;
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if (mEnableKeyboardTranslation)
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SDL_StartTextInput();
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// Flag for update. Let SDL know what kind of input state we are changing to.
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if (enabled)
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mOwningManager->updateSDLTextInputState(PlatformWindowManagerSDL::KeyboardInputState::TEXT_INPUT);
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else
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SDL_StopTextInput();
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mOwningManager->updateSDLTextInputState(PlatformWindowManagerSDL::KeyboardInputState::RAW_INPUT);
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}
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@ -59,6 +59,8 @@ PlatformWindowManagerSDL::PlatformWindowManagerSDL()
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mDisplayWindow = true;
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mOffscreenRender = false;
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mInputState = KeyboardInputState::NONE;
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buildMonitorsList();
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}
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@ -262,6 +264,21 @@ void PlatformWindowManagerSDL::_process()
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}
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}
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// After the event loop is processed, we can now see if we have to notify
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// SDL that we want text based events. This fixes a bug where text based
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// events would be generated while key presses would still be happening.
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// See KeyboardInputState for further documentation.
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if (mInputState != KeyboardInputState::NONE)
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{
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// Update text mode toggling.
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if (mInputState == KeyboardInputState::TEXT_INPUT)
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SDL_StartTextInput();
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else
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SDL_StopTextInput();
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// Done until we need to update it again.
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mInputState = KeyboardInputState::NONE;
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}
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}
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PlatformWindow * PlatformWindowManagerSDL::getWindowById( WindowId id )
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@ -343,6 +360,12 @@ void PlatformWindowManagerSDL::raiseCurtain()
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// TODO SDL
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}
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void PlatformWindowManagerSDL::updateSDLTextInputState(KeyboardInputState state)
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{
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// Force update state. This will respond at the end of the event loop.
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mInputState = state;
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}
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void Platform::openFolder(const char* path )
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{
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AssertFatal(0, "Not Implemented");
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@ -369,4 +392,8 @@ AFTER_MODULE_INIT(gfx)
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{
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int res = SDL_Init( SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER | SDL_INIT_EVENTS | SDL_INIT_NOPARACHUTE );
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AssertFatal(res != -1, "SDL init error");
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// By default, SDL enables text input. We disable it on initialization, and
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// we will enable it whenever the time is right.
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SDL_StopTextInput();
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}
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@ -34,6 +34,30 @@ class FileDialog; // TODO SDL REMOVE
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/// SDL2 implementation of the window manager interface.
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class PlatformWindowManagerSDL : public PlatformWindowManager
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{
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public:
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/// An enum that holds an event loop frame of the state of the
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/// keyboard for how the keyboard is interpreted inside of Torque.
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///
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/// SDL has a concept of text editing events as well as raw input
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/// events. Because of this, SDL needs notified whenever it needs
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/// to fire text based events. SDL will continue firing raw input
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/// events as well during this time.
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///
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/// The reason why this was created is because we needed time to
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/// transition between raw input to raw input + text based events.
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/// If we take a raw input and notify SDL we wanted text during the
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/// event loop, SDL will issue a text input event as well. This was
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/// causing issues with the console, where the console key would be
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/// appended to the console buffer upon opening it. We fix this by
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/// delaying the notification to SDL until the event loop is complete.
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enum class KeyboardInputState
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{
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NONE = 0, /// < No state change during this event loop cycle.
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TEXT_INPUT = 1, /// < We want to change to text based events & raw input.
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RAW_INPUT = 2 /// < We only want raw input.
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};
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protected:
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friend class PlatformWindowSDL;
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friend class FileDialog; // TODO SDL REMOVE
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@ -69,6 +93,10 @@ class PlatformWindowManagerSDL : public PlatformWindowManager
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SignalSlot<void()> mOnProcessSignalSlot;
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/// The input state that will change whenever SDL needs notified.
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/// After it is handled, it will return to state NONE.
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KeyboardInputState mInputState;
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public:
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PlatformWindowManagerSDL();
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~PlatformWindowManagerSDL();
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@ -100,6 +128,12 @@ public:
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virtual void raiseCurtain();
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virtual void setDisplayWindow(bool set) { mDisplayWindow = set; }
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/// Stores the input state so that the event loop will fire a check if we need
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/// to change how keyboard input is being handled.
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/// @param state The state of the keyboard input, either being raw input or text
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/// based input.
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void updateSDLTextInputState(KeyboardInputState state);
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};
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#endif
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@ -39,7 +39,8 @@ WindowInputGenerator::WindowInputGenerator( PlatformWindow *window ) :
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mLastCursorPos(0,0),
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mClampToWindow(true),
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mFocused(false),
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mPixelsPerMickey(1.0f)
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mPixelsPerMickey(1.0f),
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mLastPressWasGlobalActionMap(false)
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{
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AssertFatal(mWindow, "NULL PlatformWindow on WindowInputGenerator creation");
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@ -82,6 +83,9 @@ WindowInputGenerator::~WindowInputGenerator()
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//-----------------------------------------------------------------------------
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void WindowInputGenerator::generateInputEvent( InputEventInfo &inputEvent )
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{
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// Reset last press being global
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mLastPressWasGlobalActionMap = false;
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if (!mInputController)// || !mFocused)
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return;
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@ -102,7 +106,10 @@ void WindowInputGenerator::generateInputEvent( InputEventInfo &inputEvent )
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// Give the ActionMap first shot.
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if (ActionMap::handleEventGlobal(&inputEvent))
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{
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mLastPressWasGlobalActionMap = true;
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return;
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}
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if (mInputController->processInputEvent(inputEvent))
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return;
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@ -51,6 +51,9 @@ class WindowInputGenerator
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/// (one unit of mouse movement is a mickey) to units in the GUI.
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F32 mPixelsPerMickey;
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/// This tells us if the last key we pressed was used from the global action map.
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bool mLastPressWasGlobalActionMap;
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// Event Handlers
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void handleMouseButton(WindowId did, U32 modifier, U32 action, U16 button);
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void handleMouseWheel (WindowId did, U32 modifier, S32 wheelDeltaX, S32 wheelDeltaY);
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@ -83,6 +86,13 @@ class WindowInputGenerator
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/// event even if it maps to a character input event.
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bool wantAsKeyboardEvent( U32 modifiers, U32 key );
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/// Tells us if the last key was used within the global action map.
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/// @return true if the key was a global action map key, false otherwise.
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/// @note Useful and currently used to tell if we just opened the console
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/// by using the console key. Currently this is used to fix a bug in SDL
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/// but it is not limited to that use.
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bool lastKeyWasGlobalActionMap() const { return mLastPressWasGlobalActionMap; }
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void addAcceleratorKey( void *hnd, const String &cmd, U32 keycode, U32 modifier)
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{
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AccKeyMap acc;
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